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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERM help and discussion
Thread: ERM help and discussion This Popular Thread is 407 pages long: 1 50 ... 86 87 88 89 90 ... 100 150 200 250 300 350 400 407 · «PREV / NEXT»
Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 16, 2011 07:51 PM

To use these creatures you have to do these steps (X denotes a number [1;4]):
1. create unit def called badX

-OK, i get that...

2. create sound files badXwnce, badXattk, badXdfnd, badXmove, badXshot, badXkill

-Do they have to be included as wavs in the .snd Lod or they can be placed on data with the extension .82M?

3. create adventure def for these units (any name)

-How can it be any name? How would i associate them with the correct creature if the name is irrelevant?

4. script them to your liking.

-By that, i guess you mean add their stats and abilities like any other creature right?

As for the third slot in Town screen creatures? Does anyone has any info?
____________
Not idly do the leaves of Lorien fall.

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solitaire345
solitaire345


Promising
Famous Hero
posted August 16, 2011 08:03 PM


-Do they have to be included as wavs in the .snd Lod or they can be placed on data with the extension .82M?
any way works


-How can it be any name? How would i associate them with the correct creature if the name is irrelevant?

by giving them correct type/subtype

-By that, i guess you mean add their stats and abilities like any other creature right?

yup

As for the third slot in Town screen creatures? Does anyone has any info?
It's hardcoded. Probably 0xFEA can help you with this

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 16, 2011 08:08 PM

by giving them correct type/subtype

-A little more help? I don't really know what you're talking about.

It's hardcoded. Probably 0xFEA can help you with this

I guess it may be done in ERA... I hope OxFEA sees this and have an answer...
____________
Not idly do the leaves of Lorien fall.

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solitaire345
solitaire345


Promising
Famous Hero
posted August 16, 2011 08:18 PM

-A little more help? I don't really know what you're talking about.

It's for the editor. Each object has it's own type/subtype, by which the game recognizes what to do with them and crashes if it doesn't know what to do. These are listed in zeobjts.txt.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 16, 2011 08:39 PM

Ok, so lets say that the adventure object for the first one (creature 122, Bad1.def) will be Badsmall1.def. I open the Zeobjts.txt and copy a line from another adventure object creature (lets say Pikeman):

AvWPike.def 011111111111111111111111111111111111111111111111 100000000000000000000000000000000000000000000000 111111111 000000100 54 0 2 0

I copy this to the end of the txt and give it the name of the def:

Badsmall1.def 011111111111111111111111111111111111111111111111 100000000000000000000000000000000000000000000000 111111111 000000100 54 0 2 0

I guess all those ones and zeros are left the same right? Because i see for other creatures as well that they are the same. The only thing that changes (from creature to creature) is this:

000000100 54 0 2 0

Which i guess is the one that actually associates the creature id with the def. I see the number 54 is the same for all the creatures and so i'll leave it. The second number is the creature id so i'll change it to 122. The third and last ones all look the same too so I guess i'll leave them at that. So the correct line will look like this?

Badsmall1.def 011111111111111111111111111111111111111111111111 100000000000000000000000000000000000000000000000 111111111 000000100 54 122 2 0
____________
Not idly do the leaves of Lorien fall.

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solitaire345
solitaire345


Promising
Famous Hero
posted August 16, 2011 08:44 PM

yes. There's also a good tool, called ObjTxtEditor.rar made by some MagusDom. I downloaded it a few years ago. Some antivirus software recognize it as a virus though..



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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 16, 2011 08:49 PM

It actually worked, but the adventure object def is shown in half...

It probably has to do with all those ones and zeros in the third row... But what combination might work now?
____________
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solitaire345
solitaire345


Promising
Famous Hero
posted August 16, 2011 08:54 PM

my guess is that it's related to those *.msk and *.msg files.

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted August 16, 2011 09:00 PM
Edited by OxFEA at 21:05, 16 Aug 2011.

Quote:
-A little more help? I don't really know what you're talking about.

It's for the editor. Each object has it's own type/subtype, by which the game recognizes what to do with them and crashes if it doesn't know what to do. These are listed in zeobjts.txt.


And ZAOBJTS.TXT (for rmg) & ZOBJCTS.TXT (for game)

Also, I recommend to use new creatures plugin instead of not-used..let at least someone will be using it.
Quote:
I guess it may be done in ERA... I hope OxFEA sees this and have an answer...


I saw a plugin by MoP: http://mop-drew.ru/d/index.php?action=downloadfile&filename=Battery.7z&directory=DLL&

It has no English help, though.
In few words: this plugin adds new command to [smileys]!!CA trigger: !!CA<ca_params>:D<dwelling level 0..6>/<slot_number 0..3>/<monster type (-1 for disabling, -2 for standart value)>/<amount of them>;

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 16, 2011 09:00 PM

Yes i had some errors loading the game. I copied two mask and msg files from Angels and renamed them to Badsmall1 and it worked but now the creature is subtyped as a Hedge. It can be visited (nothing happens) and not attacked. How can i change it's subtype to creature?
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 16, 2011 09:02 PM

Quote:

Some antivirus software recognize it as a virus though..


yea, btw how to tell Kaspersky to not delete this precious tool AS SOON as I click on? I added it to safe applications, but keeps acting dumb.
____________
Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 16, 2011 10:22 PM
Edited by Hero_of_Light at 22:26, 16 Aug 2011.

Here is the translated Battery.dll info:

A brief explanation
Option under the number 0 can appear third slot in the housing creature level 7.
The purpose of this plugin is that you can install in any city dwelling up to 4 occupants.

Management
With the expectation of flexibility and dynamism of change, management slots in dwelling by a new team ERM -!! CA: D.

!! CA: D # 1 / # 2 / $ 3 / $ 4
# 1 - dvellinga level (0 ... 6)
# 2 - the number of slots in dvellinge (0 ... 3)
$ 3 - type of monster
$ 4 - the number of monsters

Everything is clear and simple. You can install different combinations of monsters any city, any dwelling in it and every slot in dwellinge at anytime during the game, as well as receive and check information for any actions (for example script for the purchase of all beings in the city or to increase the rate of parts Statue of Legion).
To disable the slot, put the number of monster-1, count - 0. But remember that, as in external dvellingah, disabled slots should go to the bottom of the list.
In order not to touch the slot, leaving the original substance in it / no creatures, put the number of monster -2 or less count does not matter. This can be done at any time. A map at the start, even before the ERM, the structure responsible for the slots will be filled with just the values &#8203;&#8203;of -2. So, even if you do not use the dll, it will not hurt you.
When hiring a number of creatures in the slots are automatically reduced by the count, bought up the player. If the first two slots have been set up with!! CA: D, it will not affect the number ve original inhabitants of the dwelling (accessed team!! CA: M1).
All information is stored in the slots of saves.

In addition
1. Dll exports a procedure MOP_TOWN_RECRUIT_WINDOW. Function is an adapter-simplifier to open a dialogue hiring of dvellinga beings. With it you can add the command!! CA: D, open dialogue, even if the building is not built dvellinga.
Agreement used by the call - thiscall (2).
param1 - dvellinga level (score of zero, seven for the improvement of existing)
param2 - the type of action. 0 - to open dialogue hiring more - show the popup-Old on the availability of existing (as at PTP on dvellinge, if not enabled the destruction of buildings).
Example:
!? CM1; / / any cliques in
!! VRz1: S ^ Battery.dll ^;
!! SN: Lz1 /? V2; / / load library
!! VRz1: S ^ MOP_TOWN_RECRUIT_WINDOW ^;
!! SN: Av2/z1 /? V3; / / get the address of the procedure
!! SN: Ev3/2/9/0; / / show the dialog in the recruitment of superior beings dvellinge third level. If the improved building is not built, number of creatures will be 0. But this can be corrected with the help of CA: D.
!! SN: Ev3/2/1/1; / / show the window of available creatures dvellinge Level 2

2. Hook, similar vogovskomu, put also on the Fort Hall. So the hiring of additional things you can and there, not only directly in the homes scattered throughout the city screen.

3. Added a trigger for clicks in the window of Forth. Trigger is number ERM-function number 88 888 and supports all the necessary commands reseyvera!! CM - A, F, I, R, S, T


However I tried this CA command and it didn't work. I guess the script needs a tweaking according to where the mouse hits etc. If anyone can make this work please post.

****And ZAOBJTS.TXT (for rmg) & ZOBJCTS.TXT (for game)****

I added the row on them too but still creature 122 subtype is considered a "Hedge" and it can't be attacked. Am i missing something? Isn't this command correct?

Badsmall1.def 011111111111111111111111111111111111111111111111 100000000000000000000000000000000000000000000000 111111111 000000100 54 122 2 0

I don't want to use the New creatures dll because i find it somehow dificult to understand and use it. At least the creatures 122, 124, 126 and 128 are there (they have their slot on TWCRPORT.def ect) and it might be proven easier to use (although i don't succeed at the moment).

____________
Not idly do the leaves of Lorien fall.

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted August 16, 2011 10:46 PM

Quote:
I don't want to use the New creatures dll because i find it somehow dificult to understand and use it. At least the creatures 122, 124, 126 and 128 are there (they have their slot on TWCRPORT.def ect) and it might be proven easier to use (although i don't succeed at the moment).



Hey what don't you get with the new creatures plugin? I at first couldn't get it to work but it is very simple and now I have 16 new creatues in no problem. Is there something I can clarify?

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 16, 2011 10:56 PM

These instructions somewhat elude me...

- increase "Creatures" value in DATA/amethyst.cfg
- create config file: DATA/creatures/[number].cfg. See example.
- add monster's small sprite into ZEOBJTS.txt & ZOBJCTS.txt (nod included into sample archive)

I don't want to add many creatures anyways... I just thought I'd use those 4 elemental ones since they are already half done. I already can't change the creature subtype from "Hedge" to "Creature" so i may not even get them to work. Since this step is the same for the dll maybe you know what went wrong?

But anyways, if someone knows about the subtype thing and the Previously posted Town Window script please share.
____________
Not idly do the leaves of Lorien fall.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted August 16, 2011 11:46 PM

Quote:
These instructions somewhat elude me...

- increase "Creatures" value in DATA/amethyst.cfg

There's a file called that in the data folder when you download the plugin. In it is a number of total creatures. If you make a new one, increase it by 1.
Quote:
- create config file: DATA/creatures/[number].cfg. See example.

A config file will be named the creature number. It will have in it the town that the creature belongs to (0-8) and its flags, the ones in MA:X.
Quote:
- add monster's small sprite into ZEOBJTS.txt & ZOBJCTS.txt (nod included into sample archive)

This what you're doing right now anyways with the BAD creatures. I'd copy paste a creature's small sprite and then change the number to your new creature number. Insert it after dracolich and you're set, rinse and repeat for both of the .txt files.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 17, 2011 12:04 AM
Edited by Hero_of_Light at 01:44, 17 Aug 2011.

***EDIT***

I solved some of the few problems with the four unused creatures and now they work ok. However, I am not able to add all four of them on the adventure map. I added four rows in the object texts (with the appropriate names and creature id):

Bad1s.def 011111111111111111111111111111111111111111111111 100000000000000000000000000000000000000000000000 111111111 000000100 54 122 2 0

Bad2s.def 011111111111111111111111111111111111111111111111 100000000000000000000000000000000000000000000000 111111111 000000100 54 124 2 0

Bad3s.def 011111111111111111111111111111111111111111111111 100000000000000000000000000000000000000000000000 111111111 011111111 54 126 2 0

Bad4s.def 011111111111111111111111111111111111111111111111 100000000000000000000000000000000000000000000000 111111111 011111111 54 128 2 0

But only the first of them makes it to the map editor. Is there a limit to the creatures in the list? It's no big deal but i would like to have them all available on the adventure map.

Anyways, about the other question, if anyone knows anything about the Town recruit screen (noted above) please post. The dll was made by Master of Puppets team, so if any of you guys has that section of the script ready please share.
____________
Not idly do the leaves of Lorien fall.

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mister_kalu
mister_kalu


Known Hero
posted August 17, 2011 04:26 AM

simple question... i want to change the type and numer of monsters in a external dwelling. ok for example portal of glory  so

!?OB17/8;
!!DW998:G1/4/8;
!!DW998:M1/12/7;

but when you finish the battle and recruit the custom monsters.. the available quantity, never down, so if you go. back.. go.. back you can recruit a thousand or more monsters...

i know that i need a check square script or something to remember the monsters remaining but i don't know what is

:/

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted August 17, 2011 06:31 AM
Edited by OxFEA at 06:32, 17 Aug 2011.

Quote:
Is there a limit to the creatures in the list?

Did you see the number in the first line of txt? It is amount of the loaded lines.

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Aleee
Aleee


Known Hero
posted August 17, 2011 09:40 AM

Quote:
...
!?OB17/8;
!!DW998:G1/4/8;
!!DW998:M1/12/7;

but when you finish the battle and recruit the custom monsters.. the available quantity, never down, so if you go. back.. go.. back you can recruit a thousand or more monsters...


This is about the trigger you use. If it's !?OB the script activates every time you visit a dwelling of this type. If you want to modify a weekly growth, you have to use a timer and a search function like !!UN:U. If you want to modify it once when a hero visits the dwelling, you have to use some flag in order to indicate that the script has already been activated.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 17, 2011 11:07 AM

OxFEA

I didn't realize what this number was... That was indeed the problem. It works now thanks a lot

Aleee

Since you are the spokesman of master of puppets team, can you explain me how the Battery.dll works? I tried using the !!CA command but nothing happens.
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Not idly do the leaves of Lorien fall.

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